Chaos Corona Forum

General Category => Gallery => Work in Progress/Tests => Topic started by: Vantiel on 2015-11-19, 06:45:16

Title: Vantiel's Wip corner
Post by: Vantiel on 2015-11-19, 06:45:16
Hey guys, just thought I'd start a thread where I can post my Corona works in progress. I welcome any feedback/suggestions. The first thing I'll be showing is a test render of another exterior scene based on PoE. Some things to work on but nothing huge (although I might transform the cave entrance into something in the semblance of architectural ruins, i.e the Vaal Ruins).


(http://puu.sh/lqODe/680db55fd1.jpg)
Title: Re: Vantiel's Wip corner
Post by: mitviz on 2015-11-19, 09:26:59
beautiful
Title: Re: Vantiel's Wip corner
Post by: maru on 2015-11-19, 11:14:28
Looks promising, waiting for more...
Title: Re: Vantiel's Wip corner
Post by: Vantiel on 2015-11-21, 05:42:27
Thanks guys. =} Update with a test render of the secondary part of the forest (Vaal ruins entrance). Needs a bit of work but I'm relatively satisfied with the direction. I also tried setting up a waterfall with Max's native pflow system, although I'm not having an incredible amount of success. I plan on having at-least day & night renders/comps of each area.


Title: Re: Vantiel's Wip corner
Post by: dubcat on 2015-11-21, 05:58:12
The first render with the waterfall remind me of "Mud Flats" before you enter "The Lower Submerged Passage" (I know the renders are from act 2 :p). Love your PoE renders, keep it up ! :)
Title: Re: Vantiel's Wip corner
Post by: Vantiel on 2015-11-21, 06:19:19
The first render with the waterfall remind me of "Mud Flats" before you enter "The Lower Submerged Passage" (I know the renders are from act 2 :p). Love your PoE renders, keep it up ! :)

Thanks dubcat. =] And yea you're right; now that you mentioned it does look like that entrance/area. I think the lighting & colors have a similar aesthetic; especially since in-game you typically only see the cavern entrance after activating the ancient seal.
Title: Re: Vantiel's Wip corner
Post by: Vantiel on 2015-12-17, 06:51:46
Hey guys, just a WIP render of the atziri gauntlets. Need to finish a bit of extra scene setup/materials & will be posting the final version soon (any critique/input is welcome though). Will also post the final renders of other scenes I did recently, although they're already up on my site/reddit. Cheers :}

(http://puu.sh/lYehS/7de8c26592.jpg)
Title: Re: Vantiel's Wip corner
Post by: Vantiel on 2015-12-18, 07:39:20
Material experiment/study & quick prop model based on the Bloodplay Stiletto concept, from poe. Will do a few more little changes.

(http://puu.sh/lZSpI/023e5ed4cf.jpg)
Title: Re: Vantiel's Wip corner
Post by: Vantiel on 2016-01-06, 07:26:20
Hey guys, few more renders. The gauntlet is a finished render, as well as Diagon's Alley; the others are test. =] Nighttime Diagon's render coming soon as well.

(http://puu.sh/m7FDj/e6f1b47c65.jpg)
(http://puu.sh/m7GKP/87403a06cd.jpg)
(http://puu.sh/lTDkT/a44a1f4f7b.jpg)
(http://puu.sh/mlmld/48b5e24dd0.jpg)
(http://puu.sh/mb3n3/ff451cdb85.jpg)


Title: Re: Vantiel's Wip corner
Post by: romullus on 2016-01-06, 10:02:51
Wow, town scene looks fantastic, except pavement - those tiles looks too modern and doesn't fit here at all.
Title: Re: Vantiel's Wip corner
Post by: PROH on 2016-01-06, 10:48:30
Hi. I really like the town-scene too. How did you make the snow? Post or 3D?
Title: Re: Vantiel's Wip corner
Post by: maru on 2016-01-06, 11:27:08
The town scene looks fantastic. I would really love to see it slightly refined. Things that I find bothering most:
-snow flakes are far too big and too uniform
-tiles on the road, as Romullus mentioned
-the clumps of snow/ice on the ground
-lack of smaller details, maybe even crates or barrels would help ;)
Title: Re: Vantiel's Wip corner
Post by: Vantiel on 2016-01-06, 15:39:03
Thank you for the feedback rom and maru! I agree with what you said, although tbh I didn't notice the pavement was too modern for the scene at first. I was somewhat bothered by the other things as well, so  I'll try to make some refinements for the next renders (& probably edit the current one too.)

@Proh Thanks. The snow is 3d, using a particle system for the falling flakes, cscatter for sticking flakes, layered corona materials for frost/snow for details [crevices & intersecting geometry], and some geometry+displacement for the raised areas.

If you have any other questions or remarks feel free to mention. =]